Posted by Steve
Monday, January 3, 2022 11:48 AM
It’s 2022, and that means it’s time for me to address what I’ve learned over the past almost two years of playing this game like it’s my religion (Can’t believe May is 4 months away).
Now what I’m addressing here is the subclasses of certain agents in their respective roles (And yes I’m covering my take on the duelist especially.)
Now if there’s anything this game and it’s agents have taught me, it’s that there’s a subtype of each individual role, especially considering that I’ve watched how different people play, I’ve learned agents are meant to play in different playstyles.
We’ll address Sentinels first - Seeing the addition of Chamber to the game has taught me one thing - We have those meant for defending a site post plant and helping to make it easier to hold said site (Looking at Sage and Killjoy here.) Following this we have a hybridized Agent of sorts, somebody who can hold down a site on defense and also watch flank on attack (Looking at Cypher!!) Finally we have the other end, one specifically for watching flank and playing to hold onto map control, however, they may struggle to hold onto a site on their own and stall, and might need support to hold a site (Where Chamber may reside, KEYWORD - MIGHT).
Sentinel TLDR - KJ + Sage - Site Defender; Cypher - Hybrid Defender/Flank Watcher; Chamber - Primary Flank Watcher, Might need support on Site Defense (KEYWORD MIGHT)
Next we’ll look at Initiators, the ones who make the calls for pushing a site typically. I have these divided into a 3 Subclass Set - Intel, Team Players, and Entries. Falling into Intel we have Sova, His kit is well known as the solution to any site clear prior to entry. Team player agents is reserved specifically for Breach. Although strong, his abilities are meant to be played off of by a team mate to clear site. Entries go to Skye and Kay/O. I’m sorry but if Chamber can tell Kay/O’s team he wants to play and Kay/O says ‘No lol’ then It’s kind of a given. Skye is a given due to her specific kit that allows her to keep a site clear.
Duelists are next on the list. As a primary Controller main I can confirm from my 5 Stacks that, and hear me out on this, NOT ALL DUELISTS CAN ENTRY!!!
For starters, we’ll go over the Space Makers, those meant to entry - Looking at you Raze and Jett Mains. However, ask your team to make it easier to push out, this is more than smokes, flashes, intel - you help your duelists entry, you’ll get a win
Next up is the Supporting Duelists, People who help with making the space clear and clearing site. These are the ones who will not always be the best alone, but can be amazing with their team. I’m looking at Phoenix and Yoru. Great distractions with a gate crash and ult and also the ability to blind nerds on site.
Then we have the, well, duelist subtype. She excels in fighting opponents one on one, and can do so extremely well. This is Reyna, I’d reserve her to lurking after the push onto site, not before.
Finally, we’re looking at controllers. We’ll focus on the 2 Subtypes I’ve noticed - The Outplayers and the Co-Ops.
Outplayers are the Controllers who have a kit to prevent the spike from being defused and or planted to begin with. This description fits Astra and Omen. Astra’s pull and concussive abilities are enough to prevent enemies from wanting to finish the defuse on the first touch, or even the plant. Meanwhile, you hear an Omen tp that ain’t your team’s? Yeah, double check the site for a little shadow and then you’ll try aga— Why can’t I see or hear?
Co-Ops belong to Brim and Viper. You need to coordinate with your team to have these agents work and excel in their roles. Viper’s lineups require post plant and keeping her safe till then. Brim’s stim and setup for post plant require his team too!
I’d love to have a discussion on this with y’all! Let me know what you think!
References
- https://www.reddit.com/r/VALORANT/comments/ruff86/controversial_idea_understanding_the_roles_as/
- https://reddit.com/ruff86
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